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FLAG FOOTBALL General Rules.

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Presentation on theme: "FLAG FOOTBALL General Rules."— Presentation transcript:

1 FLAG FOOTBALL General Rules

2 The Field of Play

3 Position Descriptions
Quarterback (QB) - The quarterback is the captain of the offense - The QB calls the offensive plays and is the leader. - The QB stands behind the center (C) and receives the football in what is called a “snap” - The QB has the option to either hand off the football or pass it to a teammate on offense. Center (C) - The center snaps the ball to the QB to start an offensive play. A snap is when the center tosses the football back between his/her legs to the QB. - After the snap, the center can run out and receive a pass.

4 Position Descriptions
Wide Receiver (WR) - The wide receiver catches passes from the QB and runs with the ball. - The WR can also take a handoff and run the ball. - There are up to 3 WRs on offense. Running Back (RB) - The RB stands behind or beside the QB and can receive handoffs and run the ball. The RB can also catch passes from the QB. Defensive Backs (DB) - All defensive position in flag football are defensive backs - The DB is responsible to stop the players on offense by trying to intercept or knock down passes. - The DB also tries to pull the flag of the player with the football.

5 Some Flag Football Terms
Line of Scrimmage – The imaginary line showing the offensive position on the field. Each play begins from this line and is where the ball is snapped. Goal Line – The line that must be crossed to get into the end zone for a touchdown or extra point conversions. End Zone – The area at both ends of the field that is apx. 10 yards deep and 30 yards wide. This area must be entered for touchdowns and conversions. No Running Zone – The area 5 yards from each goal line where running plays are not allowed Handoffs, tosses, and pitches are not allowed in this area either. Touchdown (TD) – A TD is scored when the offense runs or passes the football into the end zone. A TD is worth 6 pts. Extra Point – After a TD, the offense has a chance to score more points with one from the 5 yd line (1 point) or from the 12 yd line (2 points)

6 Some Flag Football Terms
Down – The offense has three attempts (downs) to cross midfield, and, if successful, another three downs to reach the end zone. Every time the ball carrier is stopped, it is called a down and the line of scrimmage moves to that spot. First Down – When the offense crosses midfield with the ball, it earns a first down. An official can also award a first down on a penalty. Turnover – A loss of possession of the football. When the offense fails to score or get a first down, or the ball is intercepted, the defense gains possession of the ball. Huddle – A huddle is when the offense and/or defense gather separately on the field to call a play or discuss strategies. Blitz – When a DB lines up 7 yds behind the line of scrimmage, he/she can rush the QB and attempt to pull the QBs flag and stop the play (The QB cannot run the football past the line of scrimmage).

7 Some Flag Football Terms
Motion – When one RB or WR switches his or her location on the line of scrimmage before the ball is snapped. The RB or WR may run toward either sideline but not toward the line of scrimmage. Offside – When either team crosses the line of scrimmage before the ball is snapped. This is a penalty. Safety – When an offensive player is caught in their own end zone and their flag is pulled. The defensive team is awarded 2 points and poss. of the ball on their 5 yd line. Shotgun – The formation in which the QB stands away from the center (usually 3-5 yards) to take the snap. This gives the QB more time to find WRs or see blitzes. Interception – When a DB catches a pass intended for a WR or RB. The ball can be run back toward the opposite end zone by the defense. Fumble – When a player with possession of the football drops the ball. In flag football, the play is stopped and the down is over.

8 Basic Flag Football Rules
1) Field Dimensions and Markings Length: 60(or 80) yards Width: 20(or 30) yards End Zones: Maximum 10 yards deep, minimum 7 yards deep No-running zones: Must be marked 5 yards from each end zone.

9 Possession A coin toss determines first possession. Loser of the coin toss has choice of end zone to defend. The team that loses the coin toss gets possession at the beginning of the second half starting at its own 5-yard line. There are no kickoffs The offensive team takes possession of the ball at its 5-yard line and has three plays to cross midfield. Once a team crosses midfield, it has three plays to score a touchdown. If the offense fails to score, the ball changes possession and the new offensive team takes over on its 5-yard line. An automatic first down by penalty will overrule the other requirements regarding three plays to make either a first down or score. If the offensive team fails to cross midfield, possession of the ball changes and the opposition starts its drive from its 5-yard line. All possession changes, except interceptions, start on the offense's 5-yard line. Teams change sides at half time.

10 Number of Players - Teams usually consist of 6 players (5 on the field at a time). - Teams may play with a minimum of four (4) players (due to injuries). - If less than 4 players are available, the game is cancelled. - Some leagues are co-ed and regulate the number of males and females on the field.

11 Timing/Overtime Game length is minutes running time (two halves, minutes each). If the score is tied at the end of regulation time, teams move directly into overtime. A coin toss determines first possession of overtime. The game is over when the first team scores Alternatively, the game can be decided by alternating convert attempts from the 5 yard line. Each time the ball is spotted the offense has 30 seconds to snap the ball. Each team has 2 x 60-second time outs per half. The clock stops during a time out. These cannot be carried over to the second half or overtime. Officials can stop the clock at their discretion. The teams will be warned when there are two minutes left to play in the second half. After the 2 minute warning a maximum of seven plays will be run, excluding convert attempts. The game cannot end on a defensive penalty.

12 Scoring Touchdown: 6 points Extra point: 1 point (played from 5-yard line) points (played from 12-yard line) Safety: 2 points An interception return to opponent's end zone on any extra-point play by the defense will result in the defense scoring 2 points plus gaining possession for the next series at its own five yard line.

13 Running The quarterback cannot run with the ball past the line of scrimmage. An offence may use multiple handoffs behind the line of scrimmage. Only backward or lateral handoffs are allowed during a down. Forward tosses are not permitted. "No-running zones" are located 5 yards from each end zone. When the ball is on or inside the 5-yard line going towards the opponent's end zone, the offense cannot use a running play to cross the line of scrimmage. The player who takes the handoff can throw the ball from behind the line of scrimmage. All defensive players are eligible to rush once the ball has been handed off or tossed, or there is a play-action fake or fake handoff. Spinning is allowed, but offensive players cannot leave their feet to avoid a defensive player (no diving or jumping). The ball is spotted where the ball carrier's feet are when the flag is pulled, not where the ball is. It is up to the ball carrier to avoid contact with the defender. Good defensive position should be rewarded by the officials.

14 Receiving All players are eligible to receive passes (including the quarterback if the ball has been handed off behind the line of scrimmage). As in the NFL or CFL, only one player may be in motion before the snap, but not in motion towards the opponent's end zone at the snap. A player must have at least one foot inbounds when making a reception. (A receiver cannot return on to the playing field from an out of bounds position) Once the ball is caught the player may run the ball until the play is stopped.

15 Passing Only players starting 7 yards behind the line of scrimmage can rush the passer. The quarterback has seven seconds to throw the ball. If a pass is not thrown within the seven seconds, play is dead, loss of down and the ball is spotted at the previous line of scrimmage. Once the ball is handed off or tossed, or there is a play-action fake or fake handoff, the seven-second rule no longer is in effect. Interceptions change the possession of the ball. The defence can return interceptions. On interceptions that occur and remain in the end zone, the ball will become dead and will result in the ball belonging to the intercepting team at its 5-yard line. Should an interception occur in the end zone and the ball carrier leave the end zone, the ball will belong to the intercepting team at the spot the ball becomes dead. However, should the ball carrier return to the end zone and be de-flagged, or the ball be ruled dead the result would be a safety for the other team. Once a player catches the ball he/she is no longer allowed to lateral the ball. This applies to receivers as well. (i.e. hook and laterals are not permitted)

16 Dead Balls Substitutions may be made on any dead ball.
Play is ruled "dead" when:    - Official blows the whistle.    - Ball carrier's flag is pulled or becomes illegal.    - Ball carrier steps out of bounds.    - Touchdown or safety is scored.    - When any part of the ball carrier's body, other than a hand or foot, touches the ground. If the ball carriers flag falls off, the play will be whistled dead and the ball will be spotted at the spot where the flag fell off. Players are ineligible to catch a pass if their flag has fallen off. Note: There are no fumbles. The ball will be spotted where the ball carrier's feet were when the fumble was made. Ie. a bad snap will be blown dead and the ball will be spotted at the centre's feet. There is no stripping of the ball.

17 Sportsmanship/Roughing
If the referee witnesses any acts of flagrant contact, tackling, elbowing, cheap shots, blocking, or any unsportsmanlike act, the game will be stopped and the player will be ejected from the tournament. FOUL PLAY WILL NOT BE TOLERATED. Trash talking is illegal. (Trash talk is talk that may be offensive to officials, opposing players, teams, or spectators.) Officials have the right to determine offensive language. If trash talking occurs, the referee will give one warning. If it continues, the player or players will be ejected from the game. Once a flag is pulled, the defensive player should hold the flag above his/her head so that the referee can spot the location of the flag pull. The pulled flag should be handed to the player who lost the flag or to a teammate. Intentionally throwing the flag onto the ground is considered poor flag etiquette.

18 Penalties All penalties are 5 yards (except for Pass Interference - 15 yards). The down will be repeated, and will be assessed from the line of scrimmage, unless otherwise noted. All penalties can be declined (Why would you do this?) Penalties will not exceed half the distance to the opposing team's goal line from the line of scrimmage. Referees determine incidental contact that may result from normal run of play. All penalties will be assessed from the line of scrimmage except for flag guarding. Only the team captain may ask the referee questions about rule clarification and interpretations. Players cannot question judgment calls. Games cannot end on a defensive penalty, unless the offense declines the penalty.

19 Defensive Penalties Offside -- 5 yards and automatic first down
Pass Interference yards and automatic first down Illegal contact (holding, blocking, etc.) -- 5 yards and automatic first down Illegal flag pull (before receiver has ball) or pulling the belt -- 5 yards and automatic first down Illegal rushing (starting rush from inside 7-yard marker) -- 5 yards and automatic first down. Substitution fouls (player enters field after ball is blown ready for play, i.e. To deceive opponents, or 6 players on the field) Disconcerting signals (signals to distract opponent or simulate offensive signals prior to snap) or interference with opponent or ball at the snap. No holding, blocking, or diving.

20 Offensive Penalties Delay of game Substitution fouls Illegal motion (more than one person moving, etc.) -- 5 yards and loss of down; False Start Illegal Snap Offensive holding Illegal shift or failure to pause for one second Player out of bounds (if player goes out of bounds, player cannot return to the field and catch ball) Illegal forward pass (pass received behind line of scrimmage) -- 5 yards and loss of down; Offensive pass interference (illegal pick play, pushing off/away defender) -- 5 yards and loss of down; Flag guarding -- 5 yards from the point of foul and loss of down; Rusher Interference - It is illegal for a receiver to run a pattern that interferes with a rusher on his/her direct path to the quarterback.

21 Some Basic Patterns Others – hook, button, stop n go, comeback, comeback slant, other variations

22 Effective Pattern Tips
TCASH Timing Communication Accuracy Separation Hands

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